The Campaign Chronicle is a regular blog series in which I publish my notes, thoughts, and plans for my tabletop role-playing games for which I am game mastering. These feature world-building notes, recaps of game sessions, and notes to keep in mind for future sessions. Enjoy!
This post will outline our character-creation session. Posted below will be the statistics and choices my players made about their characters at the start of the campaign, and some of my notes regarding those choices.
The Campaign Chronicle is a regular blog series in which I publish my notes, thoughts, and plans for my tabletop role-playing games for which I am game mastering. These feature world-building notes, recaps of game sessions, and ideas for the future.
NOTE: If you're currently one of the players in my campaign, it is recommended you do not read these posts until AFTER the campaign is completed in its entirety.
I like to think that I'm a fairly optimistic and level-headed guy. I won't deny that there are days when my head seems totally in the clouds, and this generally happens when I'm either about to start a new project, or when I'm just finishing a current one. The desire to see it, and anything I do, soar with all the potential I know it has is strong, and it doesn't take long before I'm overwhelmed with the dreams of seeing the books line shelves in stores they will likely never see, resting on coffee tables they will likely never touch, and be followed by other books, toys, movies and television shows that will honestly never happen. I hate my work when I'm doing it, but when I'm done, it tends to be the best thing in the world to me.
And yet, the last few days, I have felt marred by an undeniable sense of inadequacy; a worry that my work isn't worth sharing, or even completing. It's a strong feeling, and while I can pinpoint what fanned its small spark into a roaring flame, it's much more difficult to pick out what caused the spark in the first place.
While this game also released in 1999, months before Asheron's Call, I didn't experience it until it's first expansion was released in 2000. My closet gamer was salivating over what this game offered, though, when I finally got around to investigating it. Unlike Asheron's Call, Everquest offered a full world to explore, not just a single continent. While that world was broken into multiple zones, complete with loading screens and everything, the promise of adventure from landmass to landmass was too much for me to ignore. Not only that, but it also gave me the opportunity to explore other races besides Human, and races that I had, up until this point, only read about in J.R.R. Tolkien's fantasy masterpiece The Lord of the Rings. Wood Elves, High Elves, Dwarves, Trolls, and more were all available to play, and I couldn't wait.
But what drew me in was the cover art for the first expansion, The Ruins of Kunark. Whoever designed that must have known what captured my attention, because this did immediately as I spied the game box on the shelf at Target so long ago...
With the newest expansion of the world's most successful massively multiplayer online RPG releasing inside a month, it has inspired me to take a retrospective look at how this genre of video games has influenced how I look at gaming, role playing, and the online community as a whole. I've played my share of online games, and tried subscriptions to various MMOs, World of Warcraft being only one of them.
This post is the first in a four post series that will go through the most influential MMOs in my gaming history, and how they have shaped who I am today. So, for starters, we're going back to the year 1999...